Multi Alcove Manager (TorchHolderAlcove)

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AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Multi Alcove Manager (TorchHolderAlcove)

Post by AdrTru »

Updated script - TorchHolderAlcove to MultiAlcoveManipulator ( becouse Torch holder is not a primary function).

MAM(MultiAlcoveManager) is mod that manage new objects (xxx_ALCOVED). When this Object is in dungeon MAM aumaticly use spawn as much child alcoves as defined.Next MAM begin manage it for insert/remove conditions and spawn particle/light/looping sound effect for inserted items.

Now MAM use there ALCOVES:
- Thorch holder - with 6 positions for logical alcoves (include function torch)
- Pile of Items - demonstrate 4 positions with insert/remove conditions
- Weapon rack - 42 logical alcoves for some weapons
- Sword rack - 40 logical alcoves for swords (8 positions in rack)
- Armor rack - 12 positions for hard piece of armour
- Sword bell - 6 positions object with special coding. I use it in testroom for open secret door by play melody on this swords.

Every of this alcoved object may be extended for next alcoves or changed(count alcoves, posittions of alcoves etc. ) of your wisches.
No problem to add new type of alcoved objects.
No problem add your specific items to definicions of alcoves.


Nexus - http://grimrock.nexusmods.com/mods/241

Dont hesitate to contact me if you want something about this mod. ( like as adding some items, alcoves, racks :) )

Alcoves:
TorchHolder, PileOfItems, WeaponRack, SwordRack, ArmorRack
SpoilerShow
Torch Holder, Pile of Items, Weapon Rack
Image
Weapon Rack with FX effect on lighting sword and rod, and fire sword
Image
Sword rack
Image
Armor rack
Image
Armor rack - empty
Image
v.3.2
-- added definitons for next items from standard and custom assets (flail, throwing and missile items, soft wear)
-- for soft wear I made optional construct Armer rack (some shelf - model is showed when is logical alcove is spawned)
-- added def. for items from Mine of Malan Vael and Eye of the Dragon

old versions
SpoilerShow
v.3.1
-- upgraded Sword Bell
-- added definitions for some custom assets from another moders
-- optimalized for too little alcoves spawned in one time.

v3
-- Fix Fx bug when game is loading
-- Adding new "funny" alcove - sword bell - ( it is use for open secret door )
-- Many minor changes
-- ( Detailed is in post below )

v2.16
-- Fix function from v2.15
v2.15
-- Adding function for automatic load ALCOVE when some object is in main alcove (for initial load rack)

v2.1
-- Rewrite from THA(Torch Holder Alcove) to MAM(Multi Alcove Manipulator) names
-- Adding FX particle to any items (position is modificated by alcove MAM_xxx.TransFx
-- prevent to Insert and Remove items in same time
-- disabled moving thru Weapon Rack - onMove party hook
-- level of MAM_timer changes level to be coresponded by party
-- new alcoves: SwordRack, ArmorRack (heavy arrmor)
custom assets with definitions in racks
SpoilerShow
--------------------------------------------------------------------------------------------------------------------------------
Definition extended for some object from public assets (this are not included) :

grim_vsword:
http://grimrock.nexusmods.com/mods/128
some weapons fitted to weapon and sword rack

pandafox_assets:
http://grimrock.nexusmods.com/mods/225
http://grimrock.nexusmods.com/mods/226
Gold and Black armor

merethif_shields:
http://grimrock.nexusmods.com/mods/67
Some shields

Asteroth6
weaponsarmour:
http://grimrock.nexusmods.com/mods/83
corrupted weapons, Misdeed armor

akroma222:
http://grimrock.nexusmods.com/mods/238
some custom weapons and items

Phitt
Mine of Malan Vael:
http://grimrock.nexusmods.com/mods/169
many new items for racks

Drakkan
Eye of the Dragon
http://grimrock.nexusmods.com/mods/189
some custom objects
Thank to all moders.
Last edited by AdrTru on Thu May 02, 2013 8:57 pm, edited 10 times in total.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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Xanathar
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Re: Multi Alcove Manipulator (TorchHolderAlcove)

Post by Xanathar »

My dungeon has an armoury. I was about to remove it, because with the standard assets I couldn't do it at a decent credible level.
Now I won't remove it anymore!
These are fantastic! :D
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com

The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563

My preciousss: http://www.moonsharp.org
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AdrTru
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Re: Multi Alcove Manipulator (TorchHolderAlcove)

Post by AdrTru »

Thak you :)
I tried to upgrade script with your grimq (last week). But I did lost in many changes and had to all back. :oops:
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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Komag
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Location: Boston, USA

Re: Multi Alcove Manipulator (TorchHolderAlcove)

Post by Komag »

Love the racks, very well done!
Finished Dungeons - complete mods to play
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AdrTru
Posts: 223
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Re: Multi Alcove Manipulator (TorchHolderAlcove)

Post by AdrTru »

I upgrade script for better use, and fixed some bugs.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: Multi Alcove Manipulator (TorchHolderAlcove)

Post by AdrTru »

Versin 3 is published.

new features:
-- Bug fix for FX after load game
-- Bug fix for initial alcoved many items from main alcove ( random crash during move items betwen alcoves )
-- Change system for conditions for insert/remove to be simple
-- looping sound system insired by Batty - thx
-- new "funy" alcoved object - Sword Bell - used for open secred door
-- "new" short sword ( use data from standard asset sword01 )
-- many minor changes
-- included "so so" documentation
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
User avatar
AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: Multi Alcove Manager (TorchHolderAlcove)

Post by AdrTru »

Upgraded to version 3.1

v.3.1
-- upgraded Sword Bell
-- added definitions for some custom assets from another moders
-- optimalized for too little alcoves spawned in one time.


Sword Bell
SpoilerShow
Pressure plate next to sword bell will spawn scroll with sound lock combination.
Click to helm is reset sound combination.
Image
Custom assets
SpoilerShow
definitions for custom assets:
grim_vsword:
http://grimrock.nexusmods.com/mods/128
some weapons fitted to weapon and sword rack

pandafox_assets:
http://grimrock.nexusmods.com/mods/225
http://grimrock.nexusmods.com/mods/226
Gold and Black armor

merethif_shields:
http://grimrock.nexusmods.com/mods/67
Some shields

Asteroth6
weaponsarmour:
http://grimrock.nexusmods.com/mods/83
corrupted weapons, Misdeed armor

akroma222:
http://grimrock.nexusmods.com/mods/238
some custom weapons and items

Thank to all moders.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
User avatar
AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: Multi Alcove Manager (TorchHolderAlcove)

Post by AdrTru »

Upgraded to version 3.2

-- added definitons for next items from standard and custom assets (flail, throwing and missile items, soft wear)
-- for soft wear I made optional construct Armer rack (some shelf - model is showed when is logical alcove is spawned)
-- added def. for items from Mine of Malan Vael and Eye of the Dragon
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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Conchron
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Joined: Mon Dec 31, 2012 1:20 am
Location: Sweden

Re: Multi Alcove Manager (TorchHolderAlcove)

Post by Conchron »

I've finally had the time to have a look. Neat stuff you've got there. I'm loving it and I can already see a use for the pile of skulls. :mrgreen:
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AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: Multi Alcove Manager (TorchHolderAlcove)

Post by AdrTru »

Conchron wrote:I've finally had the time to have a look. Neat stuff you've got there. I'm loving it and I can already see a use for the pile of skulls. :mrgreen:
:) It is little bit crazy idea. For making big piles is IMO better use low alcoves with self graphics than have solo alcove for every pice of pile (as shlefs on Armor rack for pants). You may get/put big mass of pile in one action.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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